//TODO - correctly emulate PPU OFF state using BizHawk.Common; using BizHawk.Common.NumberExtensions; using System; namespace BizHawk.Emulation.Cores.Nintendo.NES { sealed partial class PPU { struct BGDataRecord { public byte nt, at; public byte pt_0, pt_1; }; BGDataRecord[] bgdata = new BGDataRecord[34]; public short[] xbuf = new short[256 * 240]; // values here are used in sprite evaluation public int spr_true_count; public bool sprite_eval_write; public byte read_value; public int soam_index; public int soam_index_prev; public int soam_m_index; public int oam_index; public int oam_index_aux; public int soam_index_aux; public bool is_even_cycle; public bool sprite_zero_in_range = false; public bool sprite_zero_go = false; public int yp; public int target; public int spriteHeight; public byte[] soam = new byte[256]; // in a real nes, this would only be 32, but we wish to allow more then 8 sprites per scanline public bool ppu_was_on; public byte[] sl_sprites = new byte[3 * 256]; // installing vram address is delayed after second write to 2006, set this up here public int install_2006; public bool race_2006; public int install_2001; public bool show_bg_new; //Show background public bool show_obj_new; //Show sprites struct TempOAM { public byte oam_y; public byte oam_ind; public byte oam_attr; public byte oam_x; public byte patterns_0; public byte patterns_1; } TempOAM[] t_oam = new TempOAM[64]; int ppu_addr_temp; // attempt to emulate graphics pipeline behaviour // experimental int pixelcolor_latch_1; int pixelcolor_latch_2; void pipeline(int pixelcolor, int row_check) { if (row_check > 1) { if (reg_2001.color_disable) pixelcolor_latch_2 &= 0x30; //TODO - check flashing sirens in werewolf //tack on the deemph bits. THESE MAY BE ORDERED WRONG. PLEASE CHECK IN THE PALETTE CODE xbuf[(target - 2)] = (short)(pixelcolor_latch_2 | reg_2001.intensity_lsl_6); } pixelcolor_latch_2 = pixelcolor_latch_1; pixelcolor_latch_1 = pixelcolor; } void Read_bgdata(int cycle, ref BGDataRecord bgdata) { switch (cycle) { case 0: ppu_addr_temp = ppur.get_ntread(); bgdata.nt = ppubus_read(ppu_addr_temp, true, true); break; case 1: break; case 2: { ppu_addr_temp = ppur.get_atread(); byte at = ppubus_read(ppu_addr_temp, true, true); //modify at to get appropriate palette shift if ((ppur.vt & 2) != 0) at >>= 4; if ((ppur.ht & 2) != 0) at >>= 2; at &= 0x03; at <<= 2; bgdata.at = at; break; } case 3: break; case 4: ppu_addr_temp = ppur.get_ptread(bgdata.nt); bgdata.pt_0 = ppubus_read(ppu_addr_temp, true, true); break; case 5: break; case 6: ppu_addr_temp |= 8; bgdata.pt_1 = ppubus_read(ppu_addr_temp, true, true); break; case 7: break; } //switch(cycle) } // these are states for the ppu incrementer public bool do_vbl; public bool do_active_sl; public bool do_pre_vbl; bool nmi_destiny; int yp_shift; int sprite_eval_cycle; int xt; int xp; int xstart; int rasterpos; bool renderspritenow; bool renderbgnow; bool hit_pending; int s; int ppu_aux_index; bool junksprite; int line; int patternNumber; int patternAddress; int temp_addr; public void ppu_init_frame() { ppur.status.sl = 241 + preNMIlines; ppur.status.cycle = 0; // These things happen at the start of every frame Reg2002_vblank_active_pending = true; ppuphase = PPUPHASE.VBL; bgdata = new BGDataRecord[34]; } public void TickPPU_VBL() { if (ppur.status.cycle == 3 && ppur.status.sl == 241 + preNMIlines) { nmi_destiny = reg_2000.vblank_nmi_gen && Reg2002_vblank_active; } else if (ppur.status.cycle == 6 && ppur.status.sl == 241 + preNMIlines) { if (nmi_destiny) { nes.cpu.NMI = true; } nes.Board.AtVsyncNMI(); } runppu(); // note cycle ticks inside runppu if (ppur.status.cycle == 341) { ppur.status.cycle = 0; ppur.status.sl++; if (ppur.status.sl == 241 + preNMIlines + postNMIlines) { Reg2002_objhit = Reg2002_objoverflow = 0; Reg2002_vblank_clear_pending = true; idleSynch ^= true; do_vbl = false; ppur.status.sl = 0; } } } public void TickPPU_active() { if (ppur.status.cycle == 0) { ppur.status.cycle = 0; spr_true_count = 0; soam_index = 0; soam_m_index = 0; oam_index_aux = 0; oam_index = 0; is_even_cycle = true; sprite_eval_write = true; sprite_zero_go = sprite_zero_in_range; sprite_zero_in_range = false; yp = ppur.status.sl - 1; ppuphase = PPUPHASE.BG; // "If PPUADDR is not less then 8 when rendering starts, the first 8 bytes in OAM are written to from // the current location of PPUADDR" if (ppur.status.sl == 0 && PPUON && reg_2003 >= 8 && region == Region.NTSC) { for (int i = 0; i < 8; i++) { OAM[i] = OAM[(reg_2003 & 0xF8) + i]; } } if (NTViewCallback != null && yp == NTViewCallback.Scanline) NTViewCallback.Callback(); if (PPUViewCallback != null && yp == PPUViewCallback.Scanline) PPUViewCallback.Callback(); // set up intial values to use later yp_shift = yp << 8; xt = 0; xp = 0; sprite_eval_cycle = 0; xstart = xt << 3; target = yp_shift + xstart; rasterpos = xstart; spriteHeight = reg_2000.obj_size_16 ? 16 : 8; //check all the conditions that can cause things to render in these 8px renderspritenow = show_obj_new && (xt > 0 || reg_2001.show_obj_leftmost); hit_pending = false; } if (ppur.status.cycle < 256) { if (ppur.status.sl != 0) { ///////////////////////////////////////////// // Sprite Evaluation Start ///////////////////////////////////////////// if (sprite_eval_cycle <= 63 && !is_even_cycle) { // the first 64 cycles of each scanline are used to initialize sceondary OAM // the actual effect setting a flag that always returns 0xFF from a OAM read // this is a bit of a shortcut to save some instructions // data is read from OAM as normal but never used soam[soam_index] = 0xFF; soam_index++; } if (sprite_eval_cycle == 64) { soam_index = 0; oam_index = reg_2003; } // otherwise, scan through OAM and test if sprites are in range // if they are, they get copied to the secondary OAM if (sprite_eval_cycle >= 64) { if (oam_index >= 256) { oam_index = 0; sprite_eval_write = false; } if (is_even_cycle && oam_index < 256) { if ((oam_index + soam_m_index) < 256) read_value = OAM[oam_index + soam_m_index]; else read_value = OAM[oam_index + soam_m_index - 256]; } else if (!sprite_eval_write) { // if we don't write sprites anymore, just scan through the oam read_value = soam[0]; oam_index += 4; } else if (sprite_eval_write) { //look for sprites if (spr_true_count == 0 && soam_index < 8) { soam[soam_index * 4] = read_value; } if (soam_index < 8) { if (yp >= read_value && yp < read_value + spriteHeight && spr_true_count == 0) { //a flag gets set if sprite zero is in range if (oam_index == reg_2003) sprite_zero_in_range = true; spr_true_count++; soam_m_index++; } else if (spr_true_count > 0 && spr_true_count < 4) { soam[soam_index * 4 + soam_m_index] = read_value; soam_m_index++; spr_true_count++; if (spr_true_count == 4) { oam_index += 4; soam_index++; if (soam_index == 8) { // oam_index could be pathologically misaligned at this point, so we have to find the next // nearest actual sprite to work on >8 sprites per scanline option oam_index_aux = (oam_index % 4) * 4; } soam_m_index = 0; spr_true_count = 0; } } else { oam_index += 4; } } else if (soam_index >= 8) { if (yp >= read_value && yp < read_value + spriteHeight && PPUON) { hit_pending = true; //Reg2002_objoverflow = true; } if (yp >= read_value && yp < read_value + spriteHeight && spr_true_count == 0) { spr_true_count++; soam_m_index++; } else if (spr_true_count > 0 && spr_true_count < 4) { soam_m_index++; spr_true_count++; if (spr_true_count == 4) { oam_index += 4; soam_index++; soam_m_index = 0; spr_true_count = 0; } } else { oam_index += 4; if (soam_index == 8) { soam_m_index++; // glitchy increment soam_m_index &= 3; } } read_value = soam[0]; //writes change to reads } } } ///////////////////////////////////////////// // Sprite Evaluation End ///////////////////////////////////////////// //process the current clock's worth of bg data fetching //this needs to be split into 8 pieces or else exact sprite 0 hitting wont work // due to the cpu not running while the sprite renders below if (PPUON) { Read_bgdata(xp, ref bgdata[xt + 2]); } runppu(); if (PPUON && xp == 6) { ppu_was_on = true; } if (PPUON && xp == 7) { if (!race_2006) ppur.increment_hsc(); if (ppur.status.cycle == 256 && !race_2006) ppur.increment_vs(); ppu_was_on = false; } if (hit_pending) { hit_pending = false; Reg2002_objoverflow = true; } renderbgnow = show_bg_new && (xt > 0 || reg_2001.show_bg_leftmost); //bg pos is different from raster pos due to its offsetability. //so adjust for that here int bgpos = rasterpos + ppur.fh; int bgpx = bgpos & 7; int bgtile = bgpos >> 3; int pixel = 0, pixelcolor = PALRAM[pixel]; //according to qeed's doc, use palette 0 or $2006's value if it is & 0x3Fxx //at one point I commented this out to fix bottom-left garbage in DW4. but it's needed for full_nes_palette. //solution is to only run when PPU is actually OFF (left-suppression doesnt count) if (!PPUON) { // if there's anything wrong with how we're doing this, someone please chime in int addr = ppur.get_2007access(); if ((addr & 0x3F00) == 0x3F00) { pixel = addr & 0x1F; } pixelcolor = PALRAM[pixel]; pixelcolor |= 0x8000; //whats this? i think its a flag to indicate a hidden background to be used by the canvas filling logic later } //generate the BG data if (renderbgnow) { byte pt_0 = bgdata[bgtile].pt_0; byte pt_1 = bgdata[bgtile].pt_1; int sel = 7 - bgpx; pixel = ((pt_0 >> sel) & 1) | (((pt_1 >> sel) & 1) << 1); if (pixel != 0) pixel |= bgdata[bgtile].at; pixelcolor = PALRAM[pixel]; } if (!nes.Settings.DispBackground) pixelcolor = 0x8000; //whats this? i think its a flag to indicate a hidden background to be used by the canvas filling logic later //check if the pixel has a sprite in it if (sl_sprites[256 + xt * 8 + xp] != 0 && renderspritenow) { int s = sl_sprites[xt * 8 + xp]; int spixel = sl_sprites[256 + xt * 8 + xp]; int temp_attr = sl_sprites[512 + xt * 8 + xp]; //TODO - make sure we dont trigger spritehit if the edges are masked for either BG or OBJ //spritehit: //1. is it sprite#0? //2. is the bg pixel nonzero? //then, it is spritehit. Reg2002_objhit |= (sprite_zero_go && s == 0 && pixel != 0 && rasterpos < 255 && show_bg_new && show_obj_new); //priority handling, if in front of BG: bool drawsprite = !(((temp_attr & 0x20) != 0) && ((pixel & 3) != 0)); if (drawsprite && nes.Settings.DispSprites) { //bring in the palette bits and palettize spixel |= (temp_attr & 3) << 2; //save it for use in the framebuffer pixelcolor = PALRAM[0x10 + spixel]; } } //oamcount loop pipeline(pixelcolor, xt * 8 + xp); target++; // clear out previous sprites from scanline buffer //sl_sprites[xt * 8 + xp] = 0; sl_sprites[256 + xt * 8 + xp] = 0; //sl_sprites[512 + xt * 8 + xp] = 0; // end of visible part of the scanline sprite_eval_cycle++; xp++; rasterpos++; if (xp == 8) { xp = 0; xt++; xstart = xt << 3; target = yp_shift + xstart; rasterpos = xstart; spriteHeight = reg_2000.obj_size_16 ? 16 : 8; //check all the conditions that can cause things to render in these 8px renderspritenow = show_obj_new && (xt > 0 || reg_2001.show_obj_leftmost); hit_pending = false; } } else { // if scanline is the pre-render line, we just read BG data Read_bgdata(xp, ref bgdata[xt + 2]); runppu(); if (PPUON && xp == 6) { ppu_was_on = true; } if (PPUON && xp == 7) { if (!race_2006) ppur.increment_hsc(); if (ppur.status.cycle == 256 && !race_2006) ppur.increment_vs(); ppu_was_on = false; } xp++; if (xp == 8) { xp = 0; xt++; } } } else if (ppur.status.cycle < 320) { // after we are done with the visible part of the frame, we reach sprite transfer to temp OAM tables and such if (ppur.status.cycle == 256) { // do the more then 8 sprites stuff here where it is convenient // normally only 8 sprites are allowed, but with a particular setting we can have more then that // this extra bit takes care of it quickly soam_index_aux = 8; if (nes.Settings.AllowMoreThanEightSprites) { while (oam_index_aux < 64 && soam_index_aux < 64) { //look for sprites soam[soam_index_aux * 4] = OAM[oam_index_aux * 4]; if (yp >= OAM[oam_index_aux * 4] && yp < OAM[oam_index_aux * 4] + spriteHeight) { soam[soam_index_aux * 4 + 1] = OAM[oam_index_aux * 4 + 1]; soam[soam_index_aux * 4 + 2] = OAM[oam_index_aux * 4 + 2]; soam[soam_index_aux * 4 + 3] = OAM[oam_index_aux * 4 + 3]; soam_index_aux++; oam_index_aux++; } else { oam_index_aux++; } } } soam_index_prev = soam_index_aux; if (soam_index_prev > 8 && !nes.Settings.AllowMoreThanEightSprites) soam_index_prev = 8; ppuphase = PPUPHASE.OBJ; spriteHeight = reg_2000.obj_size_16 ? 16 : 8; s = 0; ppu_aux_index = 0; junksprite = (!PPUON); t_oam[s].oam_y = soam[s * 4]; t_oam[s].oam_ind = soam[s * 4 + 1]; t_oam[s].oam_attr = soam[s * 4 + 2]; t_oam[s].oam_x = soam[s * 4 + 3]; line = yp - t_oam[s].oam_y; if ((t_oam[s].oam_attr & 0x80) != 0) //vflip line = spriteHeight - line - 1; patternNumber = t_oam[s].oam_ind; } switch (ppu_aux_index) { case 0: //8x16 sprite handling: if (reg_2000.obj_size_16) { int bank = (patternNumber & 1) << 12; patternNumber = patternNumber & ~1; patternNumber |= (line >> 3) & 1; patternAddress = (patternNumber << 4) | bank; } else patternAddress = (patternNumber << 4) | (reg_2000.obj_pattern_hi << 12); //offset into the pattern for the current line. //tricky: tall sprites have already had lines>8 taken care of by getting a new pattern number above. //so we just need the line offset for the second pattern patternAddress += line & 7; ppubus_read(ppur.get_ntread(), true, true); read_value = t_oam[s].oam_y; runppu(); break; case 1: if (PPUON && ppur.status.sl == 0 && ppur.status.cycle == 305) { ppur.install_latches(); read_value = t_oam[s].oam_ind; runppu(); } else if (PPUON && (ppur.status.sl != 0) && ppur.status.cycle == 257) { if (target <= 61441 && target > 0 && s == 0) { pipeline(0, 256); target++; } //at 257: 3d world runner is ugly if we do this at 256 if (PPUON) ppur.install_h_latches(); read_value = t_oam[s].oam_ind; runppu(); if (target <= 61441 && target > 0 && s == 0) { pipeline(0, 257); // last pipeline call option 1 of 2 } } else { if (target <= 61441 && target > 0 && s == 0) { pipeline(0, 256); target++; } read_value = t_oam[s].oam_ind; runppu(); if (target <= 61441 && target > 0 && s == 0) { pipeline(0, 257); // last pipeline call option 2 of 2 } } break; case 2: ppubus_read(ppur.get_atread(), true, true); //at or nt? read_value = t_oam[s].oam_attr; runppu(); break; case 3: read_value = t_oam[s].oam_x; runppu(); break; case 4: // if the PPU is off, we don't put anything on the bus if (junksprite) { ppubus_read(patternAddress, true, false); runppu(); } else { temp_addr = patternAddress; t_oam[s].patterns_0 = ppubus_read(temp_addr, true, true); read_value = t_oam[s].oam_x; runppu(); } break; case 5: // if the PPU is off, we don't put anything on the bus if (junksprite) { runppu(); } else { runppu(); } break; case 6: // if the PPU is off, we don't put anything on the bus if (junksprite) { ppubus_read(patternAddress, true, false); runppu(); } else { temp_addr += 8; t_oam[s].patterns_1 = ppubus_read(temp_addr, true, true); read_value = t_oam[s].oam_x; runppu(); } break; case 7: // if the PPU is off, we don't put anything on the bus if (junksprite) { runppu(); } else { runppu(); // hflip if ((t_oam[s].oam_attr & 0x40) == 0) { t_oam[s].patterns_0 = BitReverse.Byte8[t_oam[s].patterns_0]; t_oam[s].patterns_1 = BitReverse.Byte8[t_oam[s].patterns_1]; } // if the sprites attribute is 0xFF, then this indicates a non-existent sprite // I think the logic here is that bits 2-4 in OAM are disabled, but soam is initialized with 0xFF // so the only way a sprite could have an 0xFF attribute is if it is not in the scope of the scanline if (t_oam[s].oam_attr == 0xFF) { t_oam[s].patterns_0 = 0; t_oam[s].patterns_1 = 0; } } break; } ppu_aux_index++; if (ppu_aux_index == 8) { // now that we have a sprite, we can fill in the next scnaline's sprite pixels with it // this saves quite a bit of processing compared to checking each pixel if (s < soam_index_prev) { int temp_x = t_oam[s].oam_x; for (int i = 0; (temp_x + i) < 256 && i < 8; i++) { if (sl_sprites[256 + temp_x + i] == 0) { if (t_oam[s].patterns_0.Bit(i) || t_oam[s].patterns_1.Bit(i)) { int spixel = t_oam[s].patterns_0.Bit(i) ? 1 : 0; spixel |= (t_oam[s].patterns_1.Bit(i) ? 2 : 0); sl_sprites[temp_x + i] = (byte)s; sl_sprites[256 + temp_x + i] = (byte)spixel; sl_sprites[512 + temp_x + i] = t_oam[s].oam_attr; } } } } ppu_aux_index = 0; s++; if (s < 8) { junksprite = (!PPUON); t_oam[s].oam_y = soam[s * 4]; t_oam[s].oam_ind = soam[s * 4 + 1]; t_oam[s].oam_attr = soam[s * 4 + 2]; t_oam[s].oam_x = soam[s * 4 + 3]; line = yp - t_oam[s].oam_y; if ((t_oam[s].oam_attr & 0x80) != 0) //vflip line = spriteHeight - line - 1; patternNumber = t_oam[s].oam_ind; } else { // repeat all the above steps for more then 8 sprites but don't run any cycles if (soam_index_aux > 8) { for (int s = 8; s < soam_index_aux; s++) { t_oam[s].oam_y = soam[s * 4]; t_oam[s].oam_ind = soam[s * 4 + 1]; t_oam[s].oam_attr = soam[s * 4 + 2]; t_oam[s].oam_x = soam[s * 4 + 3]; int line = yp - t_oam[s].oam_y; if ((t_oam[s].oam_attr & 0x80) != 0) //vflip line = spriteHeight - line - 1; int patternNumber = t_oam[s].oam_ind; int patternAddress; //8x16 sprite handling: if (reg_2000.obj_size_16) { int bank = (patternNumber & 1) << 12; patternNumber = patternNumber & ~1; patternNumber |= (line >> 3) & 1; patternAddress = (patternNumber << 4) | bank; } else patternAddress = (patternNumber << 4) | (reg_2000.obj_pattern_hi << 12); //offset into the pattern for the current line. //tricky: tall sprites have already had lines>8 taken care of by getting a new pattern number above. //so we just need the line offset for the second pattern patternAddress += line & 7; ppubus_read(ppur.get_ntread(), true, false); ppubus_read(ppur.get_atread(), true, false); //at or nt? int addr = patternAddress; t_oam[s].patterns_0 = ppubus_read(addr, true, false); addr += 8; t_oam[s].patterns_1 = ppubus_read(addr, true, false); // hflip if ((t_oam[s].oam_attr & 0x40) == 0) { t_oam[s].patterns_0 = BitReverse.Byte8[t_oam[s].patterns_0]; t_oam[s].patterns_1 = BitReverse.Byte8[t_oam[s].patterns_1]; } // if the sprites attribute is 0xFF, then this indicates a non-existent sprite // I think the logic here is that bits 2-4 in OAM are disabled, but soam is initialized with 0xFF // so the only way a sprite could have an 0xFF attribute is if it is not in the scope of the scanline if (t_oam[s].oam_attr == 0xFF) { t_oam[s].patterns_0 = 0; t_oam[s].patterns_1 = 0; } int temp_x = t_oam[s].oam_x; for (int i = 0; (temp_x + i) < 256 && i < 8; i++) { if (sl_sprites[256 + temp_x + i] == 0) { if (t_oam[s].patterns_0.Bit(i) || t_oam[s].patterns_1.Bit(i)) { int spixel = t_oam[s].patterns_0.Bit(i) ? 1 : 0; spixel |= (t_oam[s].patterns_1.Bit(i) ? 2 : 0); sl_sprites[temp_x + i] = (byte)s; sl_sprites[256 + temp_x + i] = (byte)spixel; sl_sprites[512 + temp_x + i] = t_oam[s].oam_attr; } } } } } } } } else { if (ppur.status.cycle == 320) { ppuphase = PPUPHASE.BG; xt = 0; xp = 0; } if (ppur.status.cycle < 336) { // if scanline is the pre-render line, we just read BG data Read_bgdata(xp, ref bgdata[xt]); runppu(); if (PPUON && xp == 6) { ppu_was_on = true; } if (PPUON && xp == 7) { if (!race_2006) ppur.increment_hsc(); if (ppur.status.cycle == 256 && !race_2006) ppur.increment_vs(); ppu_was_on = false; } xp++; if (xp == 8) { xp = 0; xt++; } } else if (ppur.status.cycle < 340) { runppu(); } else { bool evenOddDestiny = PPUON; // After memory access 170, the PPU simply rests for 4 cycles (or the // equivelant of half a memory access cycle) before repeating the whole // pixel/scanline rendering process. If the scanline being rendered is the very // first one on every second frame, then this delay simply doesn't exist. if (ppur.status.sl == 0 && idleSynch && evenOddDestiny && chopdot) { ppur.status.cycle++; } // increment cycle without running ppu else { runppu(); } } } if (ppur.status.cycle == 341) { ppur.status.cycle = 0; ppur.status.sl++; if (ppur.status.sl == 241) { do_active_sl = false; } } } public void TickPPU_preVBL() { runppu(); if (ppur.status.cycle == 341) { ppur.status.cycle = 0; ppur.status.sl++; if (ppur.status.sl == 241 + preNMIlines) { do_pre_vbl = false; } } } //not quite emulating all the NES power up behavior //since it is known that the NES ignores writes to some //register before around a full frame, but no games //should write to those regs during that time, it needs //to wait for vblank public void NewDeadPPU() { runppu(); if (ppur.status.cycle == 241 * 341 - 3) { ppudead--; } } } }